9b1564a862
Makes it more explicit what the structure is from it's name.
205 lines
5.8 KiB
C++
205 lines
5.8 KiB
C++
/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BVH_H__
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#define __BVH_H__
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#include "bvh/bvh_params.h"
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#include "util/util_types.h"
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#include "util/util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BVHNode;
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struct BVHStackEntry;
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class BVHParams;
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class BoundBox;
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class LeafNode;
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class Object;
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class Progress;
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#define BVH_NODE_SIZE 4
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#define BVH_NODE_LEAF_SIZE 1
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#define BVH_QNODE_SIZE 8
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#define BVH_QNODE_LEAF_SIZE 1
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#define BVH_ALIGN 4096
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#define TRI_NODE_SIZE 3
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#define BVH_UNALIGNED_NODE_SIZE 7
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#define BVH_UNALIGNED_QNODE_SIZE 14
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/* Packed BVH
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*
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* BVH stored as it will be used for traversal on the rendering device. */
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struct PackedBVH {
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/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
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* and child, triangle or object indexes depending on the node type */
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array<int4> nodes;
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/* BVH leaf nodes storage. */
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array<int4> leaf_nodes;
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/* object index to BVH node index mapping for instances */
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array<int> object_node;
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/* Mapping from primitive index to index in triangle array. */
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array<uint> prim_tri_index;
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/* Continuous storage of triangle vertices. */
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array<float4> prim_tri_verts;
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/* primitive type - triangle or strand */
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array<int> prim_type;
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/* visibility visibilitys for primitives */
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array<uint> prim_visibility;
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/* mapping from BVH primitive index to true primitive index, as primitives
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* may be duplicated due to spatial splits. -1 for instances. */
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array<int> prim_index;
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/* mapping from BVH primitive index, to the object id of that primitive. */
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array<int> prim_object;
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/* Time range of BVH primitive. */
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array<float2> prim_time;
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/* index of the root node. */
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int root_index;
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PackedBVH()
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{
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root_index = 0;
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}
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};
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/* BVH */
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class BVH
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{
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public:
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PackedBVH pack;
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BVHParams params;
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vector<Object*> objects;
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static BVH *create(const BVHParams& params, const vector<Object*>& objects);
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virtual ~BVH() {}
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void build(Progress& progress);
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void refit(Progress& progress);
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protected:
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BVH(const BVHParams& params, const vector<Object*>& objects);
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/* triangles and strands */
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void pack_primitives();
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void pack_triangle(int idx, float4 storage[3]);
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/* merge instance BVH's */
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void pack_instances(size_t nodes_size, size_t leaf_nodes_size);
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/* for subclasses to implement */
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virtual void pack_nodes(const BVHNode *root) = 0;
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virtual void refit_nodes() = 0;
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};
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/* Binary BVH
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*
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* Typical BVH with each node having two children. */
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class BinaryBVH : public BVH {
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protected:
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/* constructor */
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friend class BVH;
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BinaryBVH(const BVHParams& params, const vector<Object*>& objects);
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/* pack */
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void pack_nodes(const BVHNode *root);
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void pack_leaf(const BVHStackEntry& e,
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const LeafNode *leaf);
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void pack_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1);
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void pack_aligned_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1);
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void pack_aligned_node(int idx,
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const BoundBox& b0,
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const BoundBox& b1,
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int c0, int c1,
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uint visibility0, uint visibility1);
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void pack_unaligned_inner(const BVHStackEntry& e,
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const BVHStackEntry& e0,
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const BVHStackEntry& e1);
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void pack_unaligned_node(int idx,
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const Transform& aligned_space0,
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const Transform& aligned_space1,
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const BoundBox& b0,
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const BoundBox& b1,
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int c0, int c1,
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uint visibility0, uint visibility1);
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/* refit */
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void refit_nodes();
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void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
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};
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/* QBVH
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*
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* Quad BVH, with each node having four children, to use with SIMD instructions. */
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class QBVH : public BVH {
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protected:
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/* constructor */
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friend class BVH;
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QBVH(const BVHParams& params, const vector<Object*>& objects);
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/* pack */
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void pack_nodes(const BVHNode *root);
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void pack_leaf(const BVHStackEntry& e, const LeafNode *leaf);
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void pack_inner(const BVHStackEntry& e, const BVHStackEntry *en, int num);
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void pack_aligned_inner(const BVHStackEntry& e,
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const BVHStackEntry *en,
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int num);
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void pack_aligned_node(int idx,
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const BoundBox *bounds,
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const int *child,
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const uint visibility,
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const float time_from,
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const float time_to,
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const int num);
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void pack_unaligned_inner(const BVHStackEntry& e,
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const BVHStackEntry *en,
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int num);
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void pack_unaligned_node(int idx,
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const Transform *aligned_space,
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const BoundBox *bounds,
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const int *child,
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const uint visibility,
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const float time_from,
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const float time_to,
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const int num);
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/* refit */
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void refit_nodes();
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void refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility);
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_H__ */
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